Help with creating procedural aged golden material?
You could do something like this. It's just 2 Noise textures, one multiplied (to transfer the darks) and the other added (to transfer the whites), both mixed with an orange basecolor, which when combined with a high metallic value gives the cooper-ish look similar to your reference image. You can change the amount of light/dark by adjusting theColorRamps. As an additional factor, I mixed the 2 Noise Textures and combined the result with black for a roughness factor, and adjusted the mix factor until it was sufficiently &quot;shiny but grungy&quot;.